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authorMatt Strapp <matt@mattstrapp.net>2021-09-27 21:44:53 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-09-27 21:44:53 -0500
commitb38e870d6be22a377bf7b0fb5048801886ebaa77 (patch)
tree18e021a36e2f939892eb4895269f420274a341df /dev/a2-carsoccer/car.cc
parentPushed feedback file submission-p1 (diff)
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Diffstat (limited to '')
-rw-r--r--dev/a2-carsoccer/car.cc132
1 files changed, 66 insertions, 66 deletions
diff --git a/dev/a2-carsoccer/car.cc b/dev/a2-carsoccer/car.cc
index 3b9bb5c..4b27cfe 100644
--- a/dev/a2-carsoccer/car.cc
+++ b/dev/a2-carsoccer/car.cc
@@ -1,66 +1,66 @@
-#include "car.h"
-
-/// The constructor sets the static properties of the car, like its size,
-/// and then calls Reset() to reset the position, velocity, and any other
-/// dynamic variables that change during game play.
-Car::Car() : size_(3,2,4), collision_radius_(2.5) {
- Reset();
-}
-
-Car::~Car() {
-}
-
-
-float Car::collision_radius() {
- return collision_radius_;
-
-}
-
-Vector3 Car::size() {
- return size_;
-}
-
-Point3 Car::position() {
- return position_;
-}
-
-void Car::set_position(const Point3 &p) {
- position_ = p;
-}
-
-Vector3 Car::forward() {
- return forward_;
-}
-
-void Car::set_forward(const Vector3 &v) {
- forward_ = v;
-}
-
-float Car::speed() {
- return speed_;
-}
-
-void Car::set_speed(float s) {
- speed_ = s;
-}
-
-Vector3 Car::velocity() {
- return speed_ * forward_;
-}
-
-
-void Car::Reset() {
- position_ = Point3(0, size_[1]/2, 45);
- forward_ = Vector3(0, 0, -1);
- speed_ = 0.0f;
-}
-
-void Car::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) {
- Color carcol(0.8f, 0.2f, 0.2f);
- Matrix4 Mcar =
- Matrix4::Translation(position_ - Point3(0,0,0)) *
- Matrix4::LookAt(Point3(0,0,0), Point3(0,0,0) + forward_, Vector3(0,1,0)).Inverse() *
- Matrix4::Scale(size_) *
- Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f));
- quickShapes.DrawCube(modelMatrix * Mcar, viewMatrix, projMatrix, carcol);
-}
+#include "car.h"
+
+/// The constructor sets the static properties of the car, like its size,
+/// and then calls Reset() to reset the position, velocity, and any other
+/// dynamic variables that change during game play.
+Car::Car() : size_(3,2,4), collision_radius_(2.5) {
+ Reset();
+}
+
+Car::~Car() {
+}
+
+
+float Car::collision_radius() {
+ return collision_radius_;
+
+}
+
+Vector3 Car::size() {
+ return size_;
+}
+
+Point3 Car::position() {
+ return position_;
+}
+
+void Car::set_position(const Point3 &p) {
+ position_ = p;
+}
+
+Vector3 Car::forward() {
+ return forward_;
+}
+
+void Car::set_forward(const Vector3 &v) {
+ forward_ = v;
+}
+
+float Car::speed() {
+ return speed_;
+}
+
+void Car::set_speed(float s) {
+ speed_ = s;
+}
+
+Vector3 Car::velocity() {
+ return speed_ * forward_;
+}
+
+
+void Car::Reset() {
+ position_ = Point3(0, size_[1]/2, 45);
+ forward_ = Vector3(0, 0, -1);
+ speed_ = 0.0f;
+}
+
+void Car::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) {
+ Color carcol(0.8f, 0.2f, 0.2f);
+ Matrix4 Mcar =
+ Matrix4::Translation(position_ - Point3(0,0,0)) *
+ Matrix4::LookAt(Point3(0,0,0), Point3(0,0,0) + forward_, Vector3(0,1,0)).Inverse() *
+ Matrix4::Scale(size_) *
+ Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f));
+ quickShapes.DrawCube(modelMatrix * Mcar, viewMatrix, projMatrix, carcol);
+}